extends StateBase


func enterState(ownerNode):
	var player = ownerNode as PlayerScript
	
	GameEnd.gameEndLose()
	Global.createHitEffect(player.global_position + Vector2(0, -8), get_tree().current_scene)
	player.modulate.a = 0
	
	
func exitState(ownerNode):
	pass
	
	
func process(delta, ownerNode):
	pass
	
	
func physicsProcess(delta, ownerNode):
	pass
